Gameplay Tags and Custom States
Built-in tags are registered by SurvivalTags::Initialize during module StartupModule. See the exact strings in Gameplay Tag Reference, including case-sensitive LifeState and the actual DrainWithoutSprint spelling.
The setup PDF's Bleeding example describes a custom extension. It is not a built-in bleeding simulation or damage-over-time feature. Use Cube_Survival.Health.LifeState.Bleeding if following the native LifeState hierarchy; the PDF text uses a different capitalization.
For a new state, register a project Gameplay Tag, provide an authoritative path that adds/removes it, configure an exact source map key if it should route affects, and implement its gameplay meaning. Health has no general public arbitrary-state setter in its current interface; adding a tag in the editor does not create that missing API.
Food, Stamina and Temperature expose different tag methods and root checks. Incoming CrossAffect tags only change numeric behavior when the component handler recognizes their exact tag. Extending behavior requires Blueprint overrides/project code or maintained C++ changes, not only a new tag name.